#include <OgreCompositorShadowNode.h>
|  | 
| static void | createShadowNodeWithSettings (CompositorManager2 *compositorManager, const RenderSystemCapabilities *capabilities, const String &shadowNodeName, const ShadowNodeHelper::ShadowParamVec &shadowParams, bool useEsm, uint32 pointLightCubemapResolution=1024u, Real pssmLambda=0.95f, Real splitPadding=1.0f, Real splitBlend=0.125f, Real splitFade=0.313f, uint32 numStableSplits=0, uint32 visibilityMask=VisibilityFlags::RESERVED_VISIBILITY_FLAGS, float xyPadding=1.5f, uint8 firstRq=0u, uint8 lastRq=255u) | 
|  | Utility to programmatically create a shadow node, since doing it yourself can be confusing. 
 | 
|  | 
◆ ShadowParamVec
◆ createShadowNodeWithSettings()
  
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          | static void Ogre::ShadowNodeHelper::createShadowNodeWithSettings | ( | CompositorManager2 * | compositorManager, |  
          |  |  | const RenderSystemCapabilities * | capabilities, |  
          |  |  | const String & | shadowNodeName, |  
          |  |  | const ShadowNodeHelper::ShadowParamVec & | shadowParams, |  
          |  |  | bool | useEsm, |  
          |  |  | uint32 | pointLightCubemapResolution = 1024u, |  
          |  |  | Real | pssmLambda = 0.95f, |  
          |  |  | Real | splitPadding = 1.0f, |  
          |  |  | Real | splitBlend = 0.125f, |  
          |  |  | Real | splitFade = 0.313f, |  
          |  |  | uint32 | numStableSplits = 0, |  
          |  |  | uint32 | visibilityMask = VisibilityFlags::RESERVED_VISIBILITY_FLAGS, |  
          |  |  | float | xyPadding = 1.5f, |  
          |  |  | uint8 | firstRq = 0u, |  
          |  |  | uint8 | lastRq = 255u |  
          |  | ) |  |  |  | static | 
 
Utility to programmatically create a shadow node, since doing it yourself can be confusing. 
- Parameters
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    | compositorManager |  |  | capabilities |  |  | shadowNodeName | Name to give to the shadow node definition. Must be unique and not exist already. |  | shadowParams | Array of params, one per shadow map. PSSM techniques must come first, and there can only be one shadow map using that technique. |  | useEsm | True if the shadow node should be set for ESM (Exponential Shadow Maps) |  | pointLightCubemapResolution | The resolution to use for the temporary cubemap used in case of point lights. If you don't set point lights in any of the ShadowParam::supportedLightTypes in the shadowParams array, this value is ignored. |  | pssmLambda | PSSM lambda. Ignored if not using PSSM. |  | splitPadding | PSSM split padding. Ignored if not using PSSM. |  | splitBlend | PSSM blend. Ignored if not using PSSM. |  | splitFade | PSSM split fade. Ignored if not using PSSM. |  | visibilityMask | Visibility mask for all passes. See firstRq |  | xyPadding | See FocusedShadowCameraSetup::setXYPadding |  | firstRq | When rendering, which Render Queues to consider. Normally you want to set this to firstRq = 0; lastRq = 255. |  
 
However if you have a dedicated shadow map for e.g. the main player then you want to put the player in a specific RQs and tighten the Render Queue to obtain maximum coverage quality Range is [firstRq; lastRq) 
- Parameters
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The documentation for this class was generated from the following file: